Post by logan9a on Oct 5, 2018 11:37:35 GMT
Here is the latest
The Cards
The ATAW cards are first given at the beginning of the game based on how many PC’s there are.
One PC gets eight cards.
Two PC’s get six cards each.
Three or more PC’s get four cards each.
The hand may never exceed this amount.
At the end of a mission, it is customary to give an ‘end of mission refill’. If a new mission is started within the same session (for those marathon games) it is customary to refill the players hands as well.
During the course of play, there are two times when a player may earn more cards. One is during combat for ‘preferred actions’ (see below), the other is for doing something clever, making a good scene, great roleplay or whatever behavior the GM wishes to encourage. Essentially, the cards are ‘right now’ rewards that the players get.
For new GM’s, remembering to reward these cards during game play is difficult although it is vital. In my experience, most do not award the players nearly enough cards. Often when the players are talking or planning I will silently add cards to their hands. After a long, fruitful and interesting conversation they may find a dozen cards have been awarded. It is often best for the GM to silently and discretely hand these out as to not break the flow of the players conversation.
How to use the GM portion of the cards for a combat round
At the beginning of hostilities, the GM flips a card over to find out who goes first - players or the villains. [For purposes of initiative, the villains are always the people the PC's fight against even if the players are the good guys.]
Generally, during normal combat the PC's are first. During boss fights (’heroic’, second line) the villains are usually first.
After the N and B lines is an 'approved action'. There are many types of these. If a PC (or rare NPC who has cards) does the approved action instead of anything else (other than a simple action such as a simple move forward or dropping something) successfully, they get a card added to their hand.
Why are there preferred actions?
First, pretty much all that combat usually boils down to is attack, move, cover. This makes it tactically advantage to do something different.
Second, it is often the case that the groups splits up. Part of the group may be engaged in a life and death struggle - the rest sitting and waiting on the sidelines. Though this combat system moves fast (if it isn't, you're doing it wrong) it is still dull to sit and wait. Having preferred actions helps because even if you're not in combat you can do preferred actions to attempt to get cards.
Note that the GM may choose to ignore some of the preferred actions. Others will not mesh with the game currently run. Example: 'Using psychic abilities' during a campaign which does not have them. Should either of these things be the case, simply don't bother to read those round modifiers.
PVP
If the GM allows PVP (Logan strongly discourages it), the combat type is normal and the aggressor(s) are the villains.
Note that in games where PVP is encouraged, the GM may choose to have whoever initiated the combat be the 'heroes'.
Round Modifiers
All of the round modifiers kick in just before the indicated character's action. Some may prevent the character from acting, dictate or limit their action during the round. Examples include chances of targets being knocked over, taking damage, dropping things, etc.
Note that the GM may choose to ignore some. Also, others will not mesh with the game currently run. Example: Overload during a fantasy campaign. Should either of these things be the case, simply don't bother to read those round modifiers.
The Cards
The ATAW cards are first given at the beginning of the game based on how many PC’s there are.
One PC gets eight cards.
Two PC’s get six cards each.
Three or more PC’s get four cards each.
The hand may never exceed this amount.
At the end of a mission, it is customary to give an ‘end of mission refill’. If a new mission is started within the same session (for those marathon games) it is customary to refill the players hands as well.
During the course of play, there are two times when a player may earn more cards. One is during combat for ‘preferred actions’ (see below), the other is for doing something clever, making a good scene, great roleplay or whatever behavior the GM wishes to encourage. Essentially, the cards are ‘right now’ rewards that the players get.
For new GM’s, remembering to reward these cards during game play is difficult although it is vital. In my experience, most do not award the players nearly enough cards. Often when the players are talking or planning I will silently add cards to their hands. After a long, fruitful and interesting conversation they may find a dozen cards have been awarded. It is often best for the GM to silently and discretely hand these out as to not break the flow of the players conversation.
How to use the GM portion of the cards for a combat round
At the beginning of hostilities, the GM flips a card over to find out who goes first - players or the villains. [For purposes of initiative, the villains are always the people the PC's fight against even if the players are the good guys.]
Generally, during normal combat the PC's are first. During boss fights (’heroic’, second line) the villains are usually first.
After the N and B lines is an 'approved action'. There are many types of these. If a PC (or rare NPC who has cards) does the approved action instead of anything else (other than a simple action such as a simple move forward or dropping something) successfully, they get a card added to their hand.
Why are there preferred actions?
First, pretty much all that combat usually boils down to is attack, move, cover. This makes it tactically advantage to do something different.
Second, it is often the case that the groups splits up. Part of the group may be engaged in a life and death struggle - the rest sitting and waiting on the sidelines. Though this combat system moves fast (if it isn't, you're doing it wrong) it is still dull to sit and wait. Having preferred actions helps because even if you're not in combat you can do preferred actions to attempt to get cards.
Note that the GM may choose to ignore some of the preferred actions. Others will not mesh with the game currently run. Example: 'Using psychic abilities' during a campaign which does not have them. Should either of these things be the case, simply don't bother to read those round modifiers.
PVP
If the GM allows PVP (Logan strongly discourages it), the combat type is normal and the aggressor(s) are the villains.
Note that in games where PVP is encouraged, the GM may choose to have whoever initiated the combat be the 'heroes'.
Round Modifiers
All of the round modifiers kick in just before the indicated character's action. Some may prevent the character from acting, dictate or limit their action during the round. Examples include chances of targets being knocked over, taking damage, dropping things, etc.
Note that the GM may choose to ignore some. Also, others will not mesh with the game currently run. Example: Overload during a fantasy campaign. Should either of these things be the case, simply don't bother to read those round modifiers.